using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public enum ItemType
{
    Weapon
}

[CreateAssetMenu(fileName = "New Item Menu", menuName = "Data/Item")]
public class ItemData : ScriptableObject
{
    public ItemType type;           //��������
    public string itemName;         //��������
    public string itemID;
    public Sprite icon;             //����ͼƬ

    private void OnValidate()
    {
#if UNITY_EDITOR
        string path = AssetDatabase.GetAssetPath(this);
        itemID = AssetDatabase.AssetPathToGUID(path);
#endif
    }

    public bool hasBeenEquipment;   //����״̬
}
